alexchunha
Chieftain
JaCa said:Good posts, alexchunha. Good posts!
Thanks a bunch. I've been a lurker for too long!
JaCa said:Good posts, alexchunha. Good posts!
Aussie_Lurker said:Whats not to understand??? (...) Even with those elements in, though, it is a very basic, simple system that I would say even a 6 y.o could understand.
Zhargon said:I've just started looking at this thread and I don't understand why things should be so complicated.
Zhargon said:Surely the railway should only be the infrastructure, rather than the transport mechanism itself.
Zhargon said:For example, I would suggest that if laying track was more expensive and required specialist units to lay it (as I do in my 'home' mod) it would tend to prevent the scatter theory of rails.
Zhargon said:Having laid the track, what is then required is units (trains?) which can be of varying capacity and range as time progresses, but which can only run on those railway tracks.
Zhargon said:To me, this would remove most of the obvious Railway problems
Zhargon said:the CTP2 discriminatory build method was better IMHO
Zhargon said:and as for canals....
Sadly I actually liked the look of the ugly railway sprawl in Civ1.alexchunha said:And even if we're going to be stuck with railing every tile, they should at least try to make it look better!
Aussie_Lurker said:To me its a neccessary abstraction-a point where gameplay trumps realism. If each cities capacity were created individually, it would become an accounting nightmare, whereas a nation-wide capacity gives you a single number which you can easily see drop as you use railways.
Jaybe said:I still (almost) INSIST on not being able to combine railroad and "normal" movement in the same turn; or make rail movement END that unit's movement for the turn.
It simplifies the "strategic" issue immensely.
alexchunha said:If you read carefully, you should find that the gist of our ideas are simple, and resemble the old system of unlimited rail movement except with the added constraint of capacity.
alexchunha said:Well, in civilization, the transport mechanism is just abstracted and represented by the presence of railroads. I find that a good things, because it avoids micromanagement.
alexchunha said:Now here I completely disagree. The need to build individual transport units would become nightmarishly tedious and cumbersome. Think about having to load and unload dozens of units turn after turn in a long war. It would be like having to ferry a massive army across an ocean using transports. Basically, it wouldn't be fun. The nice thing about abstracting the actual transport process is that, as I said above, it avoids such micromanagement.
The CTP2 system allowed the capability of the building of roads or whatever to be controlled by Advance ie the first significant advance could be set to allow building on flat land, another advance for hills, another for marsh, another for coastal water etc etc. The movement points required on roads on different terrains was also configurable - (trains tend to go slower in mountainous terrains because of the possibility of rockfall for example). It meant that buildable routes had to be planned early on, since building on the 'wrong' sort of terrain was impossible until the requisite advance had been achieved, rather than just a function of the number of workers available.me said:CTP2 discriminatory build method.
Zhargon said:But in my view it is the unlimited rail movement that is the problem. The railways did change warfare & society, but the speed & capacity of Puffing Billy in 1813(?), hardly compared with those at the Rainhill Trials a few years later, and so on through the 19th Century. Civ doesn't reflect that since it allows the capability of the Bullet Train as soon as Railbuilding is possible - hence why I'd prefer a 'train' type which could improve with advances.
Zhargon said:Should the system be extended to the sea, so that workers could build sea-lanes, and do away with sea transports to avoid that micromanagement?
Zhargon said:So presumably you don't use paratroops either? Could it be that you prefer the massive single continent game? I prefer multiple islands, the challenge of the seaborne invasion to developing continent(s), getting the planning, logistics and timing right, - loading onto a number of rafts/boats only requires a drag after all. Then keeping off hostile warships from your convoy, whilst protecting one's own coastline etc etc - but each to his own.
Jaybe said:I still (almost) INSIST on not being able to combine railroad and "normal" movement in the same turn; or make rail movement END that unit's movement for the turn.
It simplifies the "strategic" issue immensely.
Apatheist said:I infer that you could only move from city to city on railroads in this scheme; is that correct? The way railroads are constructed and displayed might need to be tweaked so it doesn't imply that you can move anywhere you want at any time.
alexchunha said:While that's not a bad idea, I would have a problem with only being able to move units via rail between cities. I believe that is (excessively) unrealistic.